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Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    The only part where I beg to differ is always providing a vehicle. On one hand, I like the provided vehicles as, when you make a list of "proposed vehicles" for time attacks, AI races, and escapes, you get a sort of developer's anthology of Beam's most fun cars. On the other hand, I think getting rid of proposed cars, while either being stingy with race rewards or using non-racing missions as a money sink, could genuinely help to recreate the feeling of "maining" a single car that modern racing games miss. Forza & etc. lean way too hard into instant gratification, and you end up with so many cars you can't develop an attachment to any of them.

    This could then be counter-counter-balanced by having repeatable races that you can earn money from over and over.
     
    • Agree Agree x 8
  2. charge_1

    charge_1
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    Hey devs do you think this will be released in the next few updates with how progress is going?
     
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  3. krallopian

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    This is a fantastic point, thank you for bringing it up! It has been discussed earlier in this thread as well and I'd like to go over it again since more people are engaging with the game!

    I completely share your enthusiasm for the idea of players having the opportunity to stick with a single car throughout their entire gaming journey. It truly has the potential to offer an immersive and rewarding experience, and we're actively working towards making Career Mode even more engaging, and then some!

    I'm well aware of the common gaming trope where you receive a constant influx of "BRAND NEW CARS!" which can, at times, cheapen the experience and erode the sense of ownership and connection with individual vehicles. It often leads to a rush of YouTube videos and forum posts proclaiming, "This is the car to get, do XYZ, and win the game!" Our aim through the design is to absolutely steer clear of that trend.

    It has been a long-term vision for Career Mode to foster a deeper bond between players and their vehicles, allowing for a more personal and gratifying journey. Thank you for sharing your perspective here in particular, and rest assured that we're committed to delivering an experience that truly resonates with players like you who value a meaningful connection with their in-game vehicles. However, and this is a big however, it's vital for us to ensure that the game remains accessible to players of all skill levels. Our game already presents a significant challenge with its realistic driving and damage systems. Introducing additional difficulty might cater to hardcore driving enthusiasts but could alienate the majority of other players.

    As it stands, our plan is to allow players to purchase and make a vehicle their "main" throughout their career to a certain extent. But there's a key point to consider: not all vehicles are suitable for all types of gameplay. For example, you simply couldn't use a Pigeon for tasks like delivering fuel tanker trailers to gas stations or participating in police pursuits.

    So, for those of us who cherish the idea of having a dedicated Pigeon and occasionally exploring other driving scenarios, rest assured that we're committed to keeping the "other" gameplay accessible. We're even exploring the possibility of special events that might require specific vehicles for entry. In such cases, having a custom-built owned vehicle will certainly be a prerequisite.

    Our goal is to strike a balance that accommodates both those who crave a consistent vehicle experience and those who enjoy occasional variety. Thank you for your understanding and support as we work towards making the game enjoyable for everyone!
     
    #183 krallopian, Sep 21, 2023
    Last edited: Sep 21, 2023
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  4. krallopian

    krallopian
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    I can certainly empathize with the age-old question, "When do we get it!?" The days of eagerly flipping through gaming magazines, hoping for news about release dates, and enduring the rollercoaster of delays are something I'm sure many of us remember. It's an experience I wouldn't wish on any gaming fan today!

    In today's gaming landscape, we are indeed fortunate to have the opportunity to play games as they evolve, especially with early-access development cycles. Before I joined the team here, I must have spent over 2,000 hours just cruising around in Gridmap V1! It was a thrill to witness continuous releases and watch as more content was added to the game. Each time Steam notified me of a new patch, it was more than just a moment of excitement!

    Now, as we shift towards developing more of an actual "game mode" within BeamNG, it's natural to consider having a timeline in place. However, as a company, we're involved in a multitude of projects, which sometimes means that team members are temporarily pulled away to work on other aspects such as non-Career Mode features, marketing, and more. This complexity makes it challenging to provide precise timelines. As we continue to roll out updates beyond this one, you can anticipate experiencing more and more of Career Mode gameplay.


    Keep that feedback coming folks! =)
     
    #184 krallopian, Sep 21, 2023
    Last edited: Sep 21, 2023
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  5. murph.vienna

    murph.vienna
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    Me that grinded 50k in career mode:
     
  6. charge_1

    charge_1
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    Dont feel the need to rush, devs! :oops:
     
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  7. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    I can think of a way around that problem but it's probably not feasible at this point as it would require a storyline, much larger maps, and also a much longer list of events, which you then wouldn't have to complete 100% of to get the final race and ending.
     
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  8. Formula24

    Formula24
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    I do feel like the current parts menu could use a work and inspiration from how Forza/GT7 ETC other games do it by splitting it into sections to make everything easier to find. A search bar would also be a nice addition
     
    • Agree Agree x 3
  9. Mopman93

    Mopman93
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    Looks like you hit some error. Could you open the inventory in the game again, then close the game and go to this site: https://supportid.beamng.com/
    Then generate a support id with the steps that it shows on there and send it here? That would help us a lot tracking this error down.
     
  10. Mopman93

    Mopman93
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    Yep, this is a bug we are aware of and looking into.
     
    • Agree Agree x 1
  11. CaroFDoom

    CaroFDoom
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    Overall I've had fun with the career mode so far until my save exploded leaving me in a blue void. Something about this save is definitely borked, I get the same error in console trying to load it in safe mode and I'm pretty sure I had my mods disabled until after the save combusted. I'll attach the save below; hopefully I can get it sent through the proper channels too.
    *** FATAL LUA ERROR: [string "lua/ge/extensions/career/modules/quests/quest..."]:16: attempt to index a nil value
    =============== Stack Traceback >> START >>
    (1) Lua local 'func' at line 16 of chunk 'lua/ge/extensions/career/modules/quests/questTypes/reachBranchLevel.lua'
    Local variables:
    attributeName = nil
    quests = table: 0x021636c0ab98 {1:table: 0x02162eb7d6b0, 2:table: 0x02162eb7cb50, 3:table: 0x02162eb78cd0 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x021636c0ab98 {1:table: 0x02162eb7d6b0, 2:table: 0x02162eb7cb50, 3:table: 0x02162eb78cd0 (more...)}
    (for control) = number: 3
    _ = number: 3
    quest = table: 0x02162eb78cd0 {description:TBD, id:/gameplay/quests/milestones/reachBranchLevel/008-specializedBranch3 (more...)}
    currBranchId = string: "specialized"
    branchInfo = table: 0x0216144da1e8 {description:ui.career.specialized.description, id:specialized, attributeOrder:300 (more...)}
    currentXp = number: 1800
    currLevel = number: 2
    targetLevel = number: 3
    minXp = number: 1500
    (*temporary) = nil
    (*temporary) = table: 0x0216144da1e8 {description:ui.career.specialized.description, id:specialized, attributeOrder:300 (more...)}
    (*temporary) = number: 2
    (*temporary) = number: -1
    (*temporary) = nil
    (*temporary) = table: 0x021613aa6d48 {1:table: 0x021613aa98f0, 2:table: 0x021613a9bfc8}
    (*temporary) = number: 2
    (*temporary) = number: -1
    (*temporary) = string: "attempt to index a nil value"
    (2) Lua field 'hook' at line 695 of chunk 'lua/common/extensions.lua'
    Local variables:
    funcName = string: "onUpdateProgress"
    funcList = nil
    hookFuncs = table: 0x0217b43470b8 {1:function: 0x02162ea85c50, 2:function: 0x02162ea8aa78, 3:function: 0x02162ea8eb68 (more...)}
    (for generator) = C function: builtin#6
    (for state) = table: 0x0217a36532b0 {1:table: 0x02164f42c978, 2:table: 0x021613aa4cc0, 3:table: 0x02164f39d6c8 (more...)}
    (for control) = number: 94
    _ = number: 94
    m = table: 0x02162eab7040 {onPlayerAttributesChanged:function: 0x02162eab7658, __extensionPath__:career/modules/quests/questTypes/reachBranchLevel (more...)}
    func = Lua function '?' (defined at line 5 of chunk lua/ge/extensions/career/modules/quests/questTypes/reachBranchLevel.lua)
    (3) Lua field 'getUIFormattedQuests' at line 66 of chunk 'lua/ge/extensions/career/modules/questManager.lua'
    Local variables:
    list = table: 0x0217944ef920 {}
    sortedKeys = table: 0x021736e49120 {1:/gameplay/quests/milestones/distanceDriven/001-drive5km, 2:/gameplay/quests/milestones/distanceDriven/002-drive100km (more...)}
    (4) Lua upvalue 'getLogbook' at line 29 of chunk 'lua/ge/extensions/career/modules/logbook.lua'
    Local variables:
    ret = table: 0x021736e49500 {1:table: 0x02162eb93d90, 2:table: 0x02162eb93e20, 3:table: 0x02162eb94248 (more...)}
    (*temporary) = C function: ipairs
    (*temporary) = table: 0x02162eb93d20 {1:table: 0x02162eb93d90, 2:table: 0x02162eb93e20, 3:table: 0x02162eb94248 (more...)}
    (5) Lua field 'getLogbookMostRecentUnread' at line 73 of chunk 'lua/ge/extensions/career/modules/logbook.lua'
    Local variables:
    limit = number: 3
    ret = table: 0x021736e493a8 {}
    byRead = table: 0x021736e493f0 {false:table: 0x021736e494b8, true:table: 0x021736e49438}
    (*temporary) = C function: ipairs
    (*temporary) = table: 0x021736e494b8 {}
    (6) main chunk of line at line 1
    --------------- << END <<
    edit: happy to report that with the release of 0.30.1 i seem to have been released from my blue prison

    I think my biggest complaint so far would have to be the drift missions and how the system currently in game really rewards starting and stopping a lot of smaller drifts to build combo which very much fails the eye test. (that and all the old configs with the weird drift tyre but judging from the bastion that's already being worked on)

    also uh the mission "highway bend" isn't a highway bend anymore due to the map update and the only way to score points now is a small area where you can do donuts
     

    Attached Files:

    #191 CaroFDoom, Sep 21, 2023
    Last edited: Sep 21, 2023
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  12. Mopman93

    Mopman93
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    Thanks, we'll check it out.
     
  13. DriftinCovet1987

    DriftinCovet1987
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    Glad to see another big update for career mode! I'll probably do another one of my long-form critiques once I've fully completed this version of it. I did have issues with interacting with the dealerships and computers, and even after clearing my cache and verifying integrity, I'm still getting issues with those (and the career menu) not showing up properly. I may need to do a clean re-install to see if that fixes the issues.

    Yeah, I really don't enjoy most of the drift missions. I think that the drift variants are also lacking steering angle to hold high-speed drifts for long enough, but I could be wrong.

    Also, I'm a bit surprised the lemons dealership near the racetrack didn't get turned into an actual dealership in 0.30. That seems like it'd be a good place to get some real cheap vehicles - or perhaps scrap vehicles which you've wrecked.

    And is it possible to acquire vehicles like the Aurata, Wydra, Dunekicker, Stambecco, and Rockbasher from the current dealer selection? I haven't seen any examples of these vehicles in the dealerships yet, so I presume no. And if there isn't a way to purchase these vehicles yet, why not? I get that WCA isn't the biggest off-road area and as of right now, there aren't that many off-road-oriented missions, but perhaps an off-road-oriented dealer could be added in the future? Or maybe turn the lemons dealer into where you get the cheap cars and Quarryside into an off-road store? I'm not sure.
     
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  14. Pr9tkin

    Pr9tkin
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    This is the right approach. I personally am not interested in performing missions that are in no way related to my personal vehicle. If you look at the "CARP" modification, the idea is very good, this is what draws you into the gameplay! the player should have a choice whether he builds a racing car to complete the corresponding tasks, or buys and improves a truck for transporting goods) because this is much more interesting than your initial idea of “tasks that have nothing to do with your car”

    The feeling of progress is the most important thing in the game. do you agree with me?)

    It’s much more interesting to buy for the last money an old, broken “Autobello Piccolina” that can’t even drive up a mountain due to lack of power or engine overheating, and if it comes with a trailer... then that’s another task) and then the player saves money bit by bit and assembles the car of his dreams in parts, he gets the opportunity to perform more and more complex tasks, after which he buys an SUV and starts investing money in it to experience a new experience

    And the most important thing in all this, which I experienced in my own experience, is that you begin to recognize the car from those sides that you had not thought about before, feel and appreciate, because a lot of effort was invested in it. And if you give the player “Civetta Scintilla” after 15 minutes of the game, then the performance will drop.. motivation disappears, a person becomes bored and sad..

    And now about the training and the first minutes of the game: you are great, the training is not tiring, it is simple and unobtrusive, the logic of everything that happens is intuitive, you went to the store, bought a car, drove into the garage and you start creating)

    In all this, what annoyed me the most when I got out of the car was that sometimes the button gets stuck and your “character” starts walking somewhere, sometimes backwards or sideways (the BUG is apparently old, I do not know how to reproduce it, but I encounter with her quite often.

    After updating the map WCU, I noticed a strong load on the CPU, somewhere around 20-25%, which together with traffic is very slow performance.... there can't be such a slump from adding an island, there is definitely a bug somewhere....
     

    Attached Files:

    • Capture-dcran-2019-07-21--190034.png
    #194 Pr9tkin, Sep 21, 2023
    Last edited: Sep 21, 2023
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  15. Mopman93

    Mopman93
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    We implemented a potential fix in the newest hotfix. Please keep an eye out if the issue is still happening for you.
     
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  16. plasticbodypanels

    plasticbodypanels
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    unrelated to everything, but there isnt a way to change the colour of your car right? or am i just stupid
     
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  17. ShellyCat

    ShellyCat
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    Im loving the latest update to career mode, especially how quick and easy the tutorial is. One thing i do wonder about is being provided a vehicle for every cargo mission. Is there any plans for letting you use your own vehicles for the cargo missions? Maybe a cargo system similar to that found in Mudrunner/Snowrunner.
    Do love the little details and lore bits added!
     
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  18. krallopian

    krallopian
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    No need to worry, we won't call plasticbodypanels stupid!

    Unfortunately, at this time, the paint user experience (UX) is scheduled for an overhaul and isn't currently available in the garage mode. it's inconvenient to say the least, and we're aware. :)

    We're in complete agreement, and there are some exciting plans and developments in progress for this feature. It's a substantial undertaking that involves a lot of foundational work and painstaking effort. Kudos to the team at Playground Games for providing players with an accessible way to customize vehicles, especially for those who aren't gear heads!

    We certainly recognize that the current parts selector is quite lacking. It was a somewhat last-minute decision to include it in its current state, as it's not very user-friendly.

    Haha, we appreciate it, thanks! :cool:

    I'm personally incredibly excited about the prospect of delivery gameplay, and I see yourself, me, and many others share this enthusiasm. Games that revolve around cargo delivery have a long history of success with dedicated fan bases, and given BeamNG's exceptional driving and damage simulation, it would be a significant missed opportunity if we didn't offer some form of high-quality cargo delivery gameplay!

    However, there are some formidable challenges ahead, primarily related to map size and the distance players can cover in the game. Additionally, the manual loading and unloading of cargo poses a massive technical challenge that we're working hard to solve. Currently, the technology required for this feature doesn't exist in the game in any way, but we're committed to finding a solution. You might have noticed recent additions to WCUSA, and these were carefully designed with cargo delivery in mind. We've introduced locations like the quarry, steel factory, movie studios, refinery, docks, port area, and refreshed older areas—all in preparation for the delivery gameplay, particularly within the "Labourer" branch.

    I'd love to share more details, it's still early days in the development process, and I want to manage expectations. We're continuously evolving, and sometimes we need to adapt our plans. Nevertheless, there are some incredibly exciting ideas in the works, and I'm eager for them to eventually make their way into the hands and eyes of the public. Stay tuned for more updates on this front!

    Great feedback and questions from everyone, thank you, keep'm coming! :cool:
     
    #198 krallopian, Sep 21, 2023
    Last edited: Sep 21, 2023
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  19. ShellyCat

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    With the part inventory system will it be possible to put parts from one car onto another? If that is the case will it be limited to just parts that are compatible, for example take an engine from a Wendover and putting it into a Lansdale, or will it be possible to put any engine you want into any engine bay that fits it? I would personally love putting the Gavril diesel V8 into cars that definetly shouldnt have it.
     
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  20. krallopian

    krallopian
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    As it stands currently, I'm afraid that won't be possible. It would undoubtedly be fascinating to create some Frankenstein-esque vehicles, but due to the complexity of the jbeam system, it's not a likely feature on the horizon.

    Conversations about this idea do come up frequently within and outside of the team, and for the time being, our amazing modding community has been able to come up with some truly impressive custom builds similar to this. However, when it comes to Career Mode, no, this isn't a planned feature. :)
     
    #200 krallopian, Sep 21, 2023
    Last edited: Sep 21, 2023
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